package net.minecraft.client.renderer.entity;

import net.minecraft.client.model.ModelDragon;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.entity.layers.LayerEnderDragonDeath;
import net.minecraft.client.renderer.entity.layers.LayerEnderDragonEyes;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.EntityDragon;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;

public class RenderDragon extends RenderLiving<EntityDragon> {
	private static final ResourceLocation enderDragonCrystalBeamTextures = new ResourceLocation(
			"textures/entity/endercrystal/endercrystal_beam.png");
	private static final ResourceLocation enderDragonExplodingTextures = new ResourceLocation(
			"textures/entity/enderdragon/dragon_exploding.png");
	private static final ResourceLocation enderDragonTextures = new ResourceLocation(
			"textures/entity/enderdragon/dragon.png");

	/** An instance of the dragon model in RenderDragon */
	protected ModelDragon modelDragon;

	public RenderDragon(RenderManager renderManagerIn) {
		super(renderManagerIn, new ModelDragon(0.0F), 0.5F);
		this.modelDragon = (ModelDragon) this.mainModel;
		this.addLayer(new LayerEnderDragonEyes(this));
		this.addLayer(new LayerEnderDragonDeath());
	}

	protected void rotateCorpse(EntityDragon bat, float p_77043_2_, float p_77043_3_, float partialTicks) {
		float f = (float) bat.getMovementOffsets(7, partialTicks)[0];
		float f1 = (float) (bat.getMovementOffsets(5, partialTicks)[1] - bat.getMovementOffsets(10, partialTicks)[1]);
		GlStateManager.rotate(-f, 0.0F, 1.0F, 0.0F);
		GlStateManager.rotate(f1 * 10.0F, 1.0F, 0.0F, 0.0F);
		GlStateManager.translate(0.0F, 0.0F, 1.0F);

		if (bat.deathTime > 0) {
			float f2 = ((float) bat.deathTime + partialTicks - 1.0F) / 20.0F * 1.6F;
			f2 = MathHelper.sqrt_float(f2);

			if (f2 > 1.0F) {
				f2 = 1.0F;
			}

			GlStateManager.rotate(f2 * this.getDeathMaxRotation(bat), 0.0F, 0.0F, 1.0F);
		}
	}

	/**
	 * Renders the model in RenderLiving
	 */
	protected void renderModel(EntityDragon entitylivingbaseIn, float p_77036_2_, float p_77036_3_, float p_77036_4_,
			float p_77036_5_, float p_77036_6_, float p_77036_7_) {
		if (entitylivingbaseIn.deathTicks > 0) {
			float f = (float) entitylivingbaseIn.deathTicks / 200.0F;
			GlStateManager.depthFunc(515);
			GlStateManager.enableAlpha();
			GlStateManager.alphaFunc(516, f);
			this.bindTexture(enderDragonExplodingTextures);
			this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_,
					p_77036_7_);
			GlStateManager.alphaFunc(516, 0.1F);
			GlStateManager.depthFunc(514);
		}

		this.bindEntityTexture(entitylivingbaseIn);
		this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_,
				p_77036_7_);

		if (entitylivingbaseIn.hurtTime > 0) {
			GlStateManager.depthFunc(514);
			GlStateManager.disableTexture2D();
			GlStateManager.enableBlend();
			GlStateManager.blendFunc(770, 771);
			GlStateManager.color(1.0F, 0.0F, 0.0F, 0.5F);
			this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_,
					p_77036_7_);
			GlStateManager.enableTexture2D();
			GlStateManager.disableBlend();
			GlStateManager.depthFunc(515);
		}
	}

	/**
	 * Actually renders the given argument. This is a synthetic bridge method,
	 * always casting down its argument and then handing it off to a worker function
	 * which does the actual work. In all probabilty, the class Render is generic
	 * (Render<T extends Entity>) and this method has signature public void
	 * doRender(T entity, double d, double d1, double d2, float f, float f1). But
	 * JAD is pre 1.5 so doe
	 */
	public void doRender(EntityDragon entity, double x, double y, double z, float entityYaw, float partialTicks) {
		BossStatus.setBossStatus(entity, false);
		super.doRender(entity, x, y, z, entityYaw, partialTicks);

		if (entity.healingEnderCrystal != null) {
			this.drawRechargeRay(entity, x, y, z, partialTicks);
		}
	}

	/**
	 * Draws the ray from the dragon to it's crystal
	 */
	protected void drawRechargeRay(EntityDragon dragon, double p_180574_2_, double p_180574_4_, double p_180574_6_,
			float p_180574_8_) {
		float f = (float) dragon.healingEnderCrystal.innerRotation + p_180574_8_;
		float f1 = MathHelper.sin(f * 0.2F) / 2.0F + 0.5F;
		f1 = (f1 * f1 + f1) * 0.2F;
		float f2 = (float) (dragon.healingEnderCrystal.posX - dragon.posX
				- (dragon.prevPosX - dragon.posX) * (double) (1.0F - p_180574_8_));
		float f3 = (float) ((double) f1 + dragon.healingEnderCrystal.posY - 1.0D - dragon.posY
				- (dragon.prevPosY - dragon.posY) * (double) (1.0F - p_180574_8_));
		float f4 = (float) (dragon.healingEnderCrystal.posZ - dragon.posZ
				- (dragon.prevPosZ - dragon.posZ) * (double) (1.0F - p_180574_8_));
		float f5 = MathHelper.sqrt_float(f2 * f2 + f4 * f4);
		float f6 = MathHelper.sqrt_float(f2 * f2 + f3 * f3 + f4 * f4);
		GlStateManager.pushMatrix();
		GlStateManager.translate((float) p_180574_2_, (float) p_180574_4_ + 2.0F, (float) p_180574_6_);
		GlStateManager.rotate((float) (-Math.atan2((double) f4, (double) f2)) * 180.0F / (float) Math.PI - 90.0F, 0.0F,
				1.0F, 0.0F);
		GlStateManager.rotate((float) (-Math.atan2((double) f5, (double) f3)) * 180.0F / (float) Math.PI - 90.0F, 1.0F,
				0.0F, 0.0F);
		Tessellator tessellator = Tessellator.getInstance();
		WorldRenderer worldrenderer = tessellator.getWorldRenderer();
		RenderHelper.disableStandardItemLighting();
		GlStateManager.disableCull();
		this.bindTexture(enderDragonCrystalBeamTextures);
		GlStateManager.shadeModel(7425);
		float f7 = 0.0F - ((float) dragon.ticksExisted + p_180574_8_) * 0.01F;
		float f8 = MathHelper.sqrt_float(f2 * f2 + f3 * f3 + f4 * f4) / 32.0F
				- ((float) dragon.ticksExisted + p_180574_8_) * 0.01F;
		worldrenderer.begin(5, DefaultVertexFormats.POSITION_TEX_COLOR);
		int i = 8;

		for (int j = 0; j <= 8; ++j) {
			float f9 = MathHelper.sin((float) (j % 8) * (float) Math.PI * 2.0F / 8.0F) * 0.75F;
			float f10 = MathHelper.cos((float) (j % 8) * (float) Math.PI * 2.0F / 8.0F) * 0.75F;
			float f11 = (float) (j % 8) * 1.0F / 8.0F;
			worldrenderer.pos((double) (f9 * 0.2F), (double) (f10 * 0.2F), 0.0D).tex((double) f11, (double) f8)
					.color(0, 0, 0, 255).endVertex();
			worldrenderer.pos((double) f9, (double) f10, (double) f6).tex((double) f11, (double) f7)
					.color(255, 255, 255, 255).endVertex();
		}

		tessellator.draw();
		GlStateManager.enableCull();
		GlStateManager.shadeModel(7424);
		RenderHelper.enableStandardItemLighting();
		GlStateManager.popMatrix();
	}

	/**
	 * Returns the location of an entity's texture. Doesn't seem to be called unless
	 * you call Render.bindEntityTexture.
	 */
	protected ResourceLocation getEntityTexture(EntityDragon entity) {
		return enderDragonTextures;
	}
}
